Quest chains and narrative storylines are commonplace in MMORPGs now, but do the inclusion of these elements break the group play experience? Also, Shroud of the Avatar is slated, possibly, for launch this March.

Quest chains and narrative storylines are commonplace in MMORPGs now, but do the inclusion of these elements break the group play experience? Also, Shroud of the Avatar is slated, possibly, for launch this March.

Shroud of the Avatar isn't the first game to propose the idea that one or more entries in a series should be playable as a contiguous experience.

In which we discuss voiceovers in games, how difficult they are, why it would be a bad idea to crowdsource voiceover work...and then eventually we get into crowdsourced NPC dialogue in general. Sort of.

In a multiplayer game, it is inevitable that some players will abuse or take advantage of others. Which of these behaviours, if any, should developers allow to take place, and which should they work to prevent?